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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Ilbranteloth" data-source="post: 7468200" data-attributes="member: 6778044"><p>Sure. </p><p></p><p>1) Healing. So it helps to define hit points a bit here. To us, your first level hit points are kind of your physical health. The remainder are a combination of luck, stamina, and skill. Primarily the last two. Why? Because you gain more as you gain a level. A higher level character is capable of turning a good hit to a glancing hit. In addition, they are able to outlast somebody lesser (of lower level). </p><p></p><p>So the applying hit dice mechanic is a way of simulating how much you recover your stamina more than anything else in my mind. Sometimes you stop and wait until fully refreshed, sometimes you don’t. </p><p></p><p>One tweak we made for a while is that you rolled your available Hit Dice at the beginning of the day. Then as you rested, you automatically topped off your hit points if you had enough remaining. </p><p></p><p>2) Action Surge. The short answer is yes. It’s that extra burst of energy, maybe adrenaline, that you can put into things. Like a race horse pulling away. There isn’t a proper fatigue system in D&D, but requiring a rest between uses of abilities like this is a bit of one.</p><p></p><p>3) If you’re on board with 1 and 2, this answers itself. You’re using one of those bursts of energy to replenish your stamina. I would prefer something like a requirement to spend a round not attacking. For all three of these, look at short and long distance runners, boxers, and similar sports for real life examples.</p><p></p><p>4) Inspiration. In general I’m not a fan of disassociated mechanics like this one. As you point out, the fighter is full of them, especially their superiority dice and they way they are used in regards to maneuvers. They wanted to make sure things like trip aren’t overused, along with making more cool things for the fighter to do. Why didn’t people try to trip their opponent very much in real sword fights? They did, when the opportunity presented itself. I suspect the answer as to why it’s not used more is because it must be very risky. The reward for knocking somebody prone in a sword fight is huge. So it must be hard to do and risky.</p><p></p><p>But I digress. I do like Inspiration and the Superiority dice themselves. In our game Superiority is basically the same as bardic Inspiration, but used on yourself instead of somebody else. </p><p></p><p>There are moments where luck is smiling or frowning at you more than usual. These mechanics give you a way to address that. They are super simple and non-intrusive when used as a simple modifier. I like them even better because they are a variable, not a fixed bonus or penalty.</p><p></p><p>I’m an old schooler in that I generally run my game to feel like it did based in Holmes basic/AD&D. For the most part, these particular things are not really problematic. We’ve made a ton of other alterations, though, in part because we don’t care for most disassociated mechanics, and we prefer the rules to help adjudicate the fiction, rather than define it. 5e is by far the easiest to to this, because to eliminate these sort of concerns it’s easier to do it with fewer rules, not more. 5e is quite streamlined, but you can tweak it to be even more so.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7468200, member: 6778044"] Sure. 1) Healing. So it helps to define hit points a bit here. To us, your first level hit points are kind of your physical health. The remainder are a combination of luck, stamina, and skill. Primarily the last two. Why? Because you gain more as you gain a level. A higher level character is capable of turning a good hit to a glancing hit. In addition, they are able to outlast somebody lesser (of lower level). So the applying hit dice mechanic is a way of simulating how much you recover your stamina more than anything else in my mind. Sometimes you stop and wait until fully refreshed, sometimes you don’t. One tweak we made for a while is that you rolled your available Hit Dice at the beginning of the day. Then as you rested, you automatically topped off your hit points if you had enough remaining. 2) Action Surge. The short answer is yes. It’s that extra burst of energy, maybe adrenaline, that you can put into things. Like a race horse pulling away. There isn’t a proper fatigue system in D&D, but requiring a rest between uses of abilities like this is a bit of one. 3) If you’re on board with 1 and 2, this answers itself. You’re using one of those bursts of energy to replenish your stamina. I would prefer something like a requirement to spend a round not attacking. For all three of these, look at short and long distance runners, boxers, and similar sports for real life examples. 4) Inspiration. In general I’m not a fan of disassociated mechanics like this one. As you point out, the fighter is full of them, especially their superiority dice and they way they are used in regards to maneuvers. They wanted to make sure things like trip aren’t overused, along with making more cool things for the fighter to do. Why didn’t people try to trip their opponent very much in real sword fights? They did, when the opportunity presented itself. I suspect the answer as to why it’s not used more is because it must be very risky. The reward for knocking somebody prone in a sword fight is huge. So it must be hard to do and risky. But I digress. I do like Inspiration and the Superiority dice themselves. In our game Superiority is basically the same as bardic Inspiration, but used on yourself instead of somebody else. There are moments where luck is smiling or frowning at you more than usual. These mechanics give you a way to address that. They are super simple and non-intrusive when used as a simple modifier. I like them even better because they are a variable, not a fixed bonus or penalty. I’m an old schooler in that I generally run my game to feel like it did based in Holmes basic/AD&D. For the most part, these particular things are not really problematic. We’ve made a ton of other alterations, though, in part because we don’t care for most disassociated mechanics, and we prefer the rules to help adjudicate the fiction, rather than define it. 5e is by far the easiest to to this, because to eliminate these sort of concerns it’s easier to do it with fewer rules, not more. 5e is quite streamlined, but you can tweak it to be even more so. [/QUOTE]
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